Fishing

How catching fish works in CozyCasting.

Guides

How Catching Works#

When you use /fish, the game:

  1. Picks a species from the pool available at your current location
  2. Rolls a rarity based on base weights, modified by your rod and bait bonuses
  3. Rolls for traits: special modifiers that affect value and XP
  4. Calculates size, value, and XP based on all the above

Beginner's Luck

Your first achievement (even just your first catch) gives you Beginner's Luck: bites come 75% faster for 24 hours. It only happens once.

Fishing Sessions#

When you use /fish, a fishing session begins. Press Cast Line for your first cast. It always catches a fish or a chest.

Your first three casts of every session are guaranteed, so nothing escapes. After that the escape chance goes up fast: 65% on the fourth cast, rising to 90% from the seventh on. If a fish escapes, your session ends. If you have a Fishing Ticket, you can use it to guarantee the next catch and keep fishing.

Below level 10 you get five guaranteed casts instead of three. This protects new players from bad luck. It doesn't raise how many fish a session can land.

A guaranteed cast can produce a fish, a chest or a Materials Bag, but every session gives you at least one fish. If chests used up your guaranteed casts, the last one is a fish instead. Materials Bags don't use up a guaranteed cast.

You can keep casting until you miss, run out of time, or manually stop. The cooldown is per session, not per cast.

The base cooldown is 15 minutes, but it's shorter for new players: 2 minutes at level 1, rising to 15 minutes at level 10. Rod and gear reductions apply on top, and /gear shows your actual cooldown.

Level Base cooldown
1 2m
3 4m 20s
5 6m 40s
7 9m 50s
10+ 15m

Streaks#

Consecutive catches in a session build a streak. Each catch adds +1% rarity bonus, capped at +10% (shown on the catch embed). When your session ends, you see a summary: fish caught, kept/sold split, coins earned, XP gained, chests found, best streak, and any achievements or quests you completed.

During a Session#

  • Chest catches: There's roughly a 6% chance to reel in a chest instead of a fish. Chests count toward your streak.
  • Bait switching: After each catch, a "Bait" button appears so you can switch bait mid-session without ending it.
  • Double catches: A small chance to reel in two fish on one cast (each with independent species and rarity rolls). You get a 4-button view: Keep Both / Sell Both / Keep 1st Sell 2nd / Sell 1st Keep 2nd.
  • Random events: About 4% of sessions (level 3+) end with a random encounter, like a riddle, a lucky frog or a wishing well. You can't lose anything from one. See Random Events below.
  • Monster Fish: Very rarely (about 1 in 200 catches), a cooperative boss fight can spawn in your channel. See Monster Fish below.

Rarity Tiers#

Fish come in 7 rarity tiers. Higher rarities are worth more coins and XP but are much harder to catch.

Rarity Base Chance Sell Multiplier XP Multiplier
Common ~70% 1x 1x
Uncommon ~20% 2x 1.5x
Rare ~7% 5x 2.5x
Epic ~2.25% 12x 5x
Legendary ~0.6% 20x 10x
Mythical ~0.15% 50x 25x
Unique Event only 500x 50x

Your rod and bait add rarity bonuses that shift the odds in your favor. See the Rarities Reference for the full breakdown.

Traits#

Fish can spawn with special traits that modify their value and XP. Traits are rolled independently of rarity.

Positive Traits#

Trait Value Multiplier XP Multiplier Rarity
Shiny 1.5x 1.25x Uncommon
Pristine 1.75x 1.5x Uncommon
Giant 2x 1.5x Rare
Glowing 2.25x 1.75x Rare
Ancient 2.5x 2x Very Rare

Special Traits#

Trait Value Multiplier XP Multiplier Source
Pearlescent 1.6x 1.3x Pearl Rod exclusive

Spotting Pearlescent fish

Pearlescent fish are marked with πŸ¦ͺ wherever your fish are listed (/tank, bulk sell, and so on). They earn pearls instead of coins in your camp's Display Tank, so they're the ones to display. Bulk sell warns you before selling one.

Negative Traits#

Trait Value Multiplier XP Multiplier Rarity
Tiny 0.5x 1x Common
Damaged 0.25x 0.75x Common

Trait multipliers stack with rarity multipliers, so a Giant Legendary is worth much more than a normal Legendary.

Breeding-Only Mutations#

These traits only come from breeding. They add a lot of value and change how the fish looks.

Fertility is a stat (0–100) on every fish that determines how many times it can breed. Wild-caught fish start with 50 fertility. Each breeding costs 15 fertility from each parent (minimum 10 required to breed). Offspring start with about the parents' average minus 10, which limits how many generations you can breed.

Trait Value Multiplier XP Multiplier Appearance Source
Gilded 3.5x 1.3x Rich golden shimmer Breeding mutation (2–6% chance)
Bioluminescent 2.5x 1.3x Glowing teal coloration Breeding mutation (2–6% chance)
Colossal 1.8x 1.3x Massive size (2–3Γ— normal) Special: Both parents Giant (5% chance)

How to obtain: - Gilded & Bioluminescent: Random mutations that can occur during breeding. Mutation chance increases with Breeding Tank level (2% at Level 1–2, 4% at Level 3–4, 6% at Level 5). Only one mutation per breeding session. - Colossal: A special upgrade that occurs when both parents have the Giant trait. There's a 5% chance the Giant trait becomes Colossal instead. If both parents are Giant, the offspring also has a bonus 25% chance to inherit Giant even if the normal inheritance roll fails.

Pearlescent fish can't breed

Pearlescent fish have 0 fertility and can't be used for breeding.

Improving Your Odds#

Rods#

Better rods reduce your fishing cooldown and increase your rarity bonus. Each rod has a rarity bonus percentage that shifts catches toward higher tiers.

Rod Cooldown Reduction Rarity Bonus Cost Level
Basic Rod 0s +0% Free 1
Wooden Rod -5s +5% 500 coins 5
Fiberglass Rod -10s +10% 2,000 coins 10
Carbon Fiber Rod -15s +15% 25,000 coins 20
Titanium Rod -20s +20% 75,000 coins 35
Legendary Rod -25s +25% 250,000 coins 50
Mystic Rod -30s +30% 1,000,000 coins 75
Pearl Rod 0s +0% 500 pearls 15

The Pearl Rod doesn't boost rarity or cooldown, but it's the only way to get the Pearlescent trait.

Your rod caps your total cooldown reduction#

Gear, potions, server buffs and guild buffs all shorten your cooldown on top of your rod, but there's a limit on how much they can take off in total. The limit goes up with each rod tier, so a better rod also raises the limit.

You probably won't hit it. A full set of cooldown gear plus a server buff plus a guild mission buff still fits under it at every tier. If you are over it, /gear says so on the Cooldown line.

Frenzy Potions ignore this limit entirely. They set your cooldown to a few seconds instead of reducing it by a percentage, whatever rod you have. Server-wide Fishing Frenzy events work the same way.

Server buffs#

Anyone with pearls can buy a buff that applies to everyone in a Discord server, from /shop β†’ Server Buffs. They stack with your own gear and consumables.

Buff Effect
⭐ XP Boost +20% XP from fishing
πŸͺ Faster Bites 20% less waiting for a bite
⏱️ Cooldown Reduction 10% shorter fishing cooldown
πŸ’° Sell Boost +15% coins when selling

There is no rarity buff. Rare-fish chance comes from your rod, bait, gear, consumables and guild, and can't be bought.

Buying a buff the server already has adds time to it, so buying early doesn't waste anything.

The monthly top-server prize, πŸ† Champion's Bite (25% less waiting for a bite, 7 days), can't be bought at all and stacks with a purchased Faster Bites.

Bait#

Bait is consumed on each cast and provides a rarity bonus. Some baits work better in specific location types.

Bait Rarity Bonus Best Locations Cost Uses
Earthworm +1% All 10 coins 1
Cricket +2% Pond, River, Lake 50 coins 1
Minnow +5% Lake, River 200 coins 1
Shrimp +8% Ocean, Deep Sea 250 coins 1
Squid +12% Deep Sea, Ocean 1,500 coins 1
Golden Lure +20% All 5,000 coins 1
Magic Bait +30% All 12,000 coins 1
Seasonal Bait +25% All 500 coins 1
Lucky Double Worm +5% All N/A (Event/Drop) 1

During a seasonal event, Seasonal Bait gives a 50% chance that the catch is a Seasonal Variant. The Lucky Double Worm gives a 15% chance to catch two fish at once.

Location Matters#

Locations differ in species, base coin value and XP. A Mythical from the Patagonian Ice Fields is worth far more than one from the Appalachian Stream. Location does not change your rarity odds: every rarity from Common to Mythical can show up anywhere. See the Rarities Reference for what does change the odds, and the Locations Reference for every location.

Two location types are a bit different from the rest:

  • Reef: shallow, crowded, and gentle. The fish are all small, so they're worth less than the level suggests. Reefs are good for filling your journal, not for coins.
  • Shipwreck: long waits between bites, but big fish and more chests than anywhere else.

Nets (Passive Fishing)#

Your Net catches fish while you're away, plus the occasional item or chest.

Use /net status to see how full it is and /net collect to claim the catch.

How Net Fishing Works#

Your net fills over time no matter what you're doing. The fish aren't decided until you collect them.

When you press /net collect:

  • Location: The fish come from wherever you are when you collect, not where you set the net
  • No rod or bait bonuses: Net fish use a basic rod and no bait, so your gear bonuses don't apply. Only the net's own rarity bonus does
  • Collection journal: Your fish count toward the location you collect at, not the location where the net was soaking

Practical tip: Travel to the location you want to fish from before collecting your net. If you set a net at Lake Baikal and collect at Svalbard Waters, you get Svalbard fish, and they count toward Svalbard in your journal.

Chests#

There's a ~6% chance to receive a chest when you catch a fish. Chests come in tiers: Common, Rare, Epic, and Legendary. Every chest opens straight from your inventory, with no key and no daily limit. Seasonal chests are about 10% of chest drops.

See the Economy Guide for more details on chest loot and seasonal variants.

Random Events#

From level 3, each session has about a 4% chance to end with a random event. There are ten, including an old angler with a riddle, a lucky frog, a wishing well and a shooting star.

Events never take anything from you. Rewards range from a few coins to timed buffs (XP, rarity, cooldown or sell) to chests and pearls. Some are puzzles: a right answer gets a better reward, and a wrong one still gets something small.

You have 2 minutes to respond. If you don't, you just get nothing. Events have their own 30-minute cooldown, separate from fishing.

Monster Fish#

About 0.5% of catches start a Monster Fish fight in your channel, and anyone can join:

  1. Join phase (60 seconds): Anyone in the channel can join. At least 2 players are needed for the fight to start; if fewer join, the event ends with no cooldown.
  2. The fight (15 rounds, 5 seconds each): Each round, click the attack button matching the monster's weak spot. A correct hit scores a point; a miss costs one (never below zero).
  3. Rewards: The top 3 scorers earn chests: πŸ₯‡ Seasonal Chest, πŸ₯ˆ Epic Chest, πŸ₯‰ Rare Chest. Ties for a placement are broken randomly, not by who joined first.
  4. Catching the monster: 1st place also has a chance to reel in the Monster Fish itself as a Unique-rarity catch. The chance is small but goes up with your rod's rarity bonus.

One monster at a time, per server. After a fight, the server waits 30 minutes before another can appear, no matter how many fishing channels it has.

There are 31 Monster Fish species, and this is the only way to catch them: ten each in North America, Asia and Europe, plus Zeb's Abyssal Dragonfish, which can show up in any of those. South America has no monsters of its own yet.